Releases: Anuken/Mindustry
Releases Β· Anuken/Mindustry
v8 Build 153 - Beta
The highlight of this release is a new system for patching stats of content on servers and maps. This system will allow players to customize health, requirements, recipes, weapons, bullets, etc. individually. This is not a replacement for modding, as it does not allow adding new assets or content, but it does allow making major changes to the way the game is played and balanced.
Read more about it here: https://mindustrygame.github.io/wiki/contentpatches/
- Fixed certain campaign maps always resetting after sector loss
- Fixed unit assembler clogging in certain conditions
- Fixed zip file exports on Android being corrupted when overwriting an existing file
- Fixed overlay floors under liquids not being removed when placed over in the editor
- Fixed Sublimate not firing correctly at low liquid flow rates
- Fixed planet normals displaying incorrectly on OpenGL 2 devices
- Fixed default planet mesh displaying as a mess in mods
- Potentially fixed Android ANRs due to sprite packing occurring on main thread
- Updated many different campaign submissions for Serpulo
- Added a sector attempt counter
- Added a button to insert instructions between lines in the logic editor
- Added the core database button to the pause menu on mobile
- Made rotation of certain buildings stay constant when dragged as a line
- Made iOS version use MetalANGLE for graphics, increasing performance and allowing FPS values above 60 on some devices (this may be buggy, please report crashes/graphics issues)
- Buffed Quasar and Pulsar units
- The Thorium Reactor block now outputs heat (for mixtech)
v8 Build 152.2 - Beta
- Fixed a few more campaign map submissions
- Added extra borders to make display cutout areas look slightly less awful on Android
- Added a difficulty modifier to clear Serpulo sectors upon loss instead of carrying over buildings from the previous attempt
v8 Build 152.1 - Beta
- Fixed turrets not being rotated clientside when placed on servers
- Fixed turrets not rotating the correct way during construction
- Fixed derelict structures not functioning properly after being repaired
- Fixed liquid junctions not being place-able on edges of deep water
- Fixed infinite items being enabled in a hidden sector
v8 Build 152 - Beta
- Fixed bound unit not saving in logic blocks
- Made water extractor less effective on charred stone tiles
- Made turrets rotate-able during placement
- Made Mindustry use a OpenGL 2 context on Intel GPUs as a possible workaround for a driver memory corruption bug (see issue #11041)
- Made remove ore/wall 'blocks' always show up in in-game editor results
- Disabled shooting in the editor
- Added buttons for toggling map layers in the editor
- Many various community-submitted Erekir unit balancing adjustments (see PR #11184)
- On Erekir, launch location will now be selected based on items required, to reduce confusion
- Added 30+ procedural attack sector replacement submissions from the community - these are currently untested, please leave feedback on the relevant threads from the in-game link
- When losing a sector on Serpulo, all player structures from the previous run now become derelict
- On Serpulo, derelict structures and plans from previous runs are now always carried over, even when a map has a world processor in it
- Removed thorium from sector 218 on Serpulo (in the future, it will be replaced by a hand-made sector)
v8 Build 151.1 - Beta
- Fixed Malign creating far fewer bullets than expected
- Fixed metal walls appearing black on minimap
- Fixed rune characters being flipped in font
- Fixed under-liquid floors remaining when painted over in the editor
- Minor updates to map submissions
v8 Build 151 - Beta
- Deprecated 32-bit Windows version (please switch to a 64-bit install!)
- Added 'rune' decorative tiles for use in the campaign
- Added 3 new environmental metal wall blocks and 1 new metal floor block
- Added support for selecting multiple buildings in command mode at once
- Added editor support for colored floor/wall configuration
- Removed "walls to cliffs" button
- Added support for filling regions with cliffs using fill tool mode
- Added support for painting floors under certain liquids in editor
- Fixed colored floors/walls not being filled or mirrored properly in editor
- Fixed player not being able to command units properly when dead
- Fixed campaign games continuing even after core destruction
- Fixed bullets spawning backwards at low FPS values
- Fixed block configurations in schematics changing when item/block IDs change
- Fixed dead buildings being readable/writable in logic
- Fixed NaN being a possible value in logic
- Made bloom enabled by default on iOS (for platform parity)
- Improved precision of numerical stats displayed in core database
- Updates to Planetary Launch Terminal and Geothermal Stronghold submissions
- Many various changes to Erekir turret stats
v8 Build 150.1 - Beta
- Changed planet launch UI visuals slightly to indicate origin sector more clearly
- Made hovered sector name/info display on mobile (previously, it was only visible on desktop)
- Added a hint for un-researched unit upgrades
- Added previews of incoming links for Erekir bridges
- Made enemy spawn positions update when edited in-game through world processors or scripts
- Increased Breach tungsten ammo multiplier 1 -> 2
- Fixed scaling of server headers in server list
- Fixed possible duplication of servers in server list
- Fixed teams in logic not being sense-able
v8 Build 150 - Beta
- Complete reorganization of Serpulo campaign layout and sector tech tree; preset sectors are now adjacent
- Made sector icons show up on map
- Moved procedural attack sector positions
- Made dark areas of Serpulo emit light based on player/enemy structure presence
- Made procedural sectors on Serpulo now require a Foundation core to prevent sequence breaking
- Added unfinished enemy base sectors to the far side of Serpulo - these are currently procedural nonsense, but will be replaced with user-made maps in a future update
- Made "select all units" ignore Mono units
- Added support for multiple unit stances at once
- Added support for specifying multiple ores to mine for units
- Made enemy wave AI detect and avoid unit clogs in certain situations
- Made the editor display a more accurate version of the map
- Added new metal tiles for future Serpulo maps
- Added colored floor/wall blocks for custom maps
- Added character overlay tiles
- Added a Steam achievement for killing a unit with a mass driver bolt
- Added a setting for detaching the camera
- Added a key for toggling unit debug hitboxes
- Added a rule for filling the core with items
- Reduced damage of Arc against shields
- Reduced flying unit crash damage by 50%, and wreck health by 75%
- Made mass driver bullet damage/explosiveness depend on items carried
- Various balancing adjustments to make payload distribution more viable on Erekir
- Made Quell missiles temporarily invincible
- Fixed miner units sometimes searching for ores far away from the core
- Fixed a freeze caused by broken logic spawning explosions
- Fixed installs of multiple mods causing a redundant dependency dialog to appear
- Fixed legged units drowning due to incorrect pathfinding
- Fixed research button not being clickable on some devices
- Fixed visual discontinuity line on Serpulo (and modded planets)
- Potential fix for Java mods not loading on certain Android devices due to new security requirements
- Made the server list cache itself as a file in case of unstable network conditions
- Added experimental keyboard controls on iOS - note that handling right-clicks with a mouse properly does not seem to be a supported iOS feature
- Added selection of attack wave spawn position by commanding cores in editor
- Made logic-controlled units unselectable again
- Made tileable logic displays have an offset to account for the frame, similarly to standard displays
- Added support for reading characters from strings and message blocks in logic
- Added support for reading/writing to canvas blocks in logic
- Added 'select' (ternary) logic operation
- Made text align a constant variable instead of static instruction field
v8 Build 149 - Beta
- Fixed various errors related to pathfinding
- Fixed a map editor crash
- Fixed naval units in waves ignoring walls when pathfinding
- Fixed RTS AI building up units infinitely in many cases
- Fixed campaign not saving wave state when game is closed
- Fixed overdrive state not saving
- Improved visual interpolation of unit-based missiles on servers
- Many various balancing changes to Erekir power blocks and turrets
- Added Frozen Forest completion requirement to silicon smelter
- Added a search bar to the keybind dialog
- Added a new system for mods to register their own keybinds (existing mods utilizing vanilla keybinds will break)
- Added a way to manually select ores for units with mining capabilities
- Added mining command capabilities to Pulsar/Quasar
- Added stats for item throughput for item bridges
- Added a reset button to logic processors
- Allowed selecting/commanding units that are bound by logic processors
- Selected units now display all available stances/commands, even if they are not shared across all units
v8 Build 148 - Beta
- Fixed some issues with autoPause on dedicated servers
- Fixed info button in tech tree not being clickable on desktop
- Fixed command button not showing up on mobile
- Fixed stats for Scathe not displaying correctly
- Fixed liquid transportation blocks being too explosive when full
- Fixed back button not pausing the game on Android
- Fixed moving a build plan always moving it to the front on desktop
- Removed tar fields requirement for Plastanium Compressor research
- Various minor map fixes for Origin, Sea Port and Extraction Outpost
- Added support for named colors in logic with %[colorname]
- Added sensors for display size and draw buffer size
- Added tiled logic display block
- Reverted bridge cost increase
- Made Fungal Pass a requirement for T2 units
- Rebalancing of Erekir turret ammunition